View, browse and sort the ever-growing list of GDC sessions by time, pass type, track, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Mobile App. Your login credentials are the same as your registration login. You can download the app on iTunes or Google Play.
Brandon Moro (Engineering Lead, Bungie)
Location: Room 3007, West Hall
Date: Monday, March 19
Time: 5:30pm - 6:30pm
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Tutorials: Tools Tutorial Day
Vault Recording: Video
Bungie’s asset processing pipeline is a highly scalable dependency graph based solution. It is used for everything from local iteration for many hundreds of content creators across multiple studios, to building shippable games, expansions and patches. While the Handmade Con 2016 “Asset Systems and Scalability” talk discussed how and why the 'Destiny 1' pipeline was built, this talk will focus on how the system evolved for 'Destiny 2' and beyond. This session will look at the problems Bungie faced, the major changes they implemented and the various ways they were able to “bend” the rules of a traditional dependency graph system to improve local iteration.
Attendees will gain insight into lessons learned when utilizing dependency graph based data pipelines at scale in game production, as well as specific examples where Bungie bent the rules to improve iteration times.
This talk is primarily targeted at data pipeline engineers, though anyone with an interest in dependency graph processing at a large scale is welcome.